DRG-Femboy-Voice/Source/FSD/Private/SeasonsSubsystem.cpp
2025-04-15 12:39:31 -07:00

166 lines
4.3 KiB
C++
Executable file

#include "SeasonsSubsystem.h"
FTimespan USeasonsSubsystem::TimeToNewChallenge() {
return FTimespan{};
}
void USeasonsSubsystem::RerollChallenge(int32 Index) {
}
void USeasonsSubsystem::OnStatChanged(UObject* WorldContext, UMissionStat* Stat, float Value) {
}
void USeasonsSubsystem::OnScripChallengeCompleted(UObject* WorldContext, UMissionStat* Stat, float Value) {
}
void USeasonsSubsystem::IsRewardClaimed(int32 Level, bool& IsNormalClaimed, bool& IsSpecialClaimed) {
}
bool USeasonsSubsystem::IsNodeUnlocked(int32 TreeOfVanityNodeID) {
return false;
}
bool USeasonsSubsystem::IsNodeBought(int32 TreeOfVanityNodeID) {
return false;
}
void USeasonsSubsystem::InitializeStatsAndChallenges() {
}
bool USeasonsSubsystem::HasUnclaimedRewards(int32& Level) {
return false;
}
bool USeasonsSubsystem::HasClaimedLevelRewards(int32 startLevel, int32 numberOfLevels) {
return false;
}
bool USeasonsSubsystem::HasClaimedAllRewards() {
return false;
}
int32 USeasonsSubsystem::GetUnusedHearts() {
return 0;
}
int32 USeasonsSubsystem::GetSeasonXPFromMissionXP(AFSDPlayerState* PlayerState) {
return 0;
}
int32 USeasonsSubsystem::GetSeasonXP() {
return 0;
}
int32 USeasonsSubsystem::GetSeasonNumber() const {
return 0;
}
FText USeasonsSubsystem::GetSeasonName() const {
return FText::GetEmpty();
}
FSeasonMissionResult USeasonsSubsystem::GetSeasonMissionResult() {
return FSeasonMissionResult{};
}
void USeasonsSubsystem::GetSeasonLevelFromXP(int32 XP, int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) {
}
void USeasonsSubsystem::GetSeasonLevel(int32& Level, float& currentLevelPercent, int32& currentLevelXP, int32& LevelXPTotal) {
}
bool USeasonsSubsystem::GetSeasonExpiryDate(FDateTime& ExpiryDate) {
return false;
}
void USeasonsSubsystem::GetSeasonBought(bool& isBought) {
}
void USeasonsSubsystem::GetScriptChallengeInfo(int32& Completed, int32& claimed, int32& Total) {
}
int32 USeasonsSubsystem::GetNumberOfTokens(UObject* WorldContextObject) {
return 0;
}
int32 USeasonsSubsystem::GetNumberOfSeasonLevels() {
return 0;
}
int32 USeasonsSubsystem::GetNumberOfClaimedPlagueHeartScrips() {
return 0;
}
FSeasonLevel USeasonsSubsystem::GetNextReward() {
return FSeasonLevel{};
}
int32 USeasonsSubsystem::GetLevelXP(int32 Level) {
return 0;
}
FSeasonLevel USeasonsSubsystem::GetLevelReward(int32 Level) {
return FSeasonLevel{};
}
void USeasonsSubsystem::GetLevelProgress(int32 Level, float& levelPercent) {
}
TArray<UDataAsset*> USeasonsSubsystem::GetAssetReferences(int32 ChallengeIndex, USeasonChallenge*& outChallenge) {
return TArray<UDataAsset*>();
}
TArray<FChallengeInfo> USeasonsSubsystem::GetActiveChallenges(bool canGenerateNewChallenge) {
return TArray<FChallengeInfo>();
}
UTextureRenderTarget2D* USeasonsSubsystem::GenerateVanityRewardIcon(UVanityItem* Item, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) {
return NULL;
}
UTextureRenderTarget2D* USeasonsSubsystem::GenerateSkinRewardIcon(UItemSkin* Skin, UPlayerCharacterID* Character, bool bShowCloseUp, FTransform Offset, bool rebuildMesh, FVector2D Size) {
return NULL;
}
UTextureRenderTarget2D* USeasonsSubsystem::GeneratePickaxeRewardIcon(UPickaxePart* part, EPickaxePartLocation PickaxePartLocation, UPlayerCharacterID* Character, FTransform Offset, bool rebuildMesh, FVector2D Size) {
return NULL;
}
bool USeasonsSubsystem::ConvertHeartsToScrip(int32& scripGained) {
return false;
}
void USeasonsSubsystem::CompleteSeasonEvent_Server(USeasonEventData* inEvent) {
}
bool USeasonsSubsystem::ClaimScripChallenge() {
return false;
}
bool USeasonsSubsystem::ClaimReward(UObject* WorldContext, AFSDPlayerController* Player, int32 Level, bool isNormalReward) {
return false;
}
void USeasonsSubsystem::CHEAT_SetSeasonMissionResult(int32 XPFromMission, int32 numberOfChallenges, USeasonEventData* Event) {
}
void USeasonsSubsystem::CHEAT_ResetTimeToNewChallenge() {
}
void USeasonsSubsystem::CHEAT_ResetReroll() {
}
void USeasonsSubsystem::CHEAT_AddChallenge() {
}
bool USeasonsSubsystem::CanRerollChallenge() {
return false;
}
bool USeasonsSubsystem::BuyTreeNode(UObject* WorldContextObject, AFSDPlayerController* Player, int32 TreeOfVanityNodeID) {
return false;
}
USeasonsSubsystem::USeasonsSubsystem() {
}